Totem Arts Staff TK0104 Posted November 29, 2015 Totem Arts Staff Posted November 29, 2015 (edited) Hello everybody, I'm back with another Remake of a Renegade Campaign map. This time it's the tutorial map of C&C Renegade. No it's not TrainingYard (For the people who didn't know this, TrainingYard is based on that map) First a screenshot: Released[/color] Download:https://drive.google.com/open?id=0B2ze9DgoAGKIdllCSHZpQlFlNnc Edited November 29, 2015 by Guest Quote
Ryz Posted November 29, 2015 Posted November 29, 2015 Good work again Thommy, soon we can launch a deathmatch server Quote
Ruud033 Posted November 29, 2015 Posted November 29, 2015 Keep up the good work! P.s. have you tried forcing paths already? Quote
RoundShades Posted November 29, 2015 Posted November 29, 2015 Really nice. Maybe this should be added to All Deck All Day, though that would defeat the purpose of it's name... Quote
Totem Arts Staff TK0104 Posted November 29, 2015 Author Totem Arts Staff Posted November 29, 2015 Ruud033 said: Keep up the good work! P.s. have you tried forcing paths already? I tought I did that somewhere else. And it was no luck. But I'll give it another try EDIT I tried it and it works. Release date Will change maybe to gonorroe BroTranquilty said: Really nice. Maybe this should be added to All Deck All Day, though that would defeat the purpose of it's name... Actually I wanted to ask Ruud if he can put it on the official map testing server. But it's not impossible to add it on All Deck All Day Quote
Totem Arts Staff TK0104 Posted November 29, 2015 Author Totem Arts Staff Posted November 29, 2015 Map released---------> see first post for download link Quote
Totem Arts Staff Handepsilon Posted November 30, 2015 Totem Arts Staff Posted November 30, 2015 There's an option in mesh actors to turn off Path Colliding in the Actor Properties. This is how Coastal Nod gates are done. The InterpActor simply doesn't affect the pathing so the Pathnodes outside and inside the wall can connect to each others I suggest you look into it Quote
Totem Arts Staff TK0104 Posted November 30, 2015 Author Totem Arts Staff Posted November 30, 2015 Handepsilon said: There's an option in mesh actors to turn off Path Colliding in the Actor Properties. This is how Coastal Nod gates are done. The InterpActor simply doesn't affect the pathing so the Pathnodes outside and inside the wall can connect to each othersI suggest you look into it I already did that All the Doors are in place Quote
Ruud033 Posted December 2, 2015 Posted December 2, 2015 Can you verify that the map does not automagically set the time limit to 10 minutes? Quote
Totem Arts Staff TK0104 Posted December 2, 2015 Author Totem Arts Staff Posted December 2, 2015 I think this is set for 10 minutes in game files Quote
Ruud033 Posted December 3, 2015 Posted December 3, 2015 if you trace the setting that I have to change in order to make this a marathon I'd be happy to integrate this map in the testing server Quote
Totem Arts Staff TK0104 Posted March 31, 2016 Author Totem Arts Staff Posted March 31, 2016 CNC-M00 Release V1.1 - Added World properties settings to the map (same settings as in TrainingYard) - Updated .zip file https://drive.google.com/file/d/0B2ze9D ... sp=sharing NOTE: I will update all my maps today or tomorrow Quote
StalinsThighs Posted April 1, 2016 Posted April 1, 2016 I played around on this map earlier with some bots, and I have to say it's an absolute blast. It's very fast-paced, the ammo/armor/health drops are evenly placed, and overall it's really good. However, I want to raise some concerns and suggestions. Some of these you may already have on your to-do list, but I want to mention them just in case. Firstly, it's not all that close to the original tutorial map. The base layout is extremely similar, but the map itself isn't. The original was walled-in with cliffs, and had a few hills here and there inside. It had a road that went around the base, I think the Refinery, AGT and War Factory were inside the path, and the Barracks and PP were outside it. I'd also mention the lack of an obstacle course, but it would likely be a bit of an obstacle to gameplay. And I'd say add some rocks, trees, possibly parked vehicles, Hesco blocks, crates, sandbag walls, and other objects to use for cover and make the base feel less empty. Gameplay-wise it's awesome, though possibly either remove the Engie from the spawn roster, or figure out a way to give him a better sidearm. Hope this is helpful. Quote
Totem Arts Staff TK0104 Posted April 1, 2016 Author Totem Arts Staff Posted April 1, 2016 StalinsThighs said: I played around on this map earlier with some bots, and I have to say it's an absolute blast. It's very fast-paced, the ammo/armor/health drops are evenly placed, and overall it's really good. However, I want to raise some concerns and suggestions. Some of these you may already have on your to-do list, but I want to mention them just in case. Firstly, it's not all that close to the original tutorial map. The base layout is extremely similar, but the map itself isn't. The original was walled-in with cliffs, and had a few hills here and there inside. It had a road that went around the base, I think the Refinery, AGT and War Factory were inside the path, and the Barracks and PP were outside it. I'd also mention the lack of an obstacle course, but it would likely be a bit of an obstacle to gameplay. And I'd say add some rocks, trees, possibly parked vehicles, Hesco blocks, crates, sandbag walls, and other objects to use for cover and make the base feel less empty. Gameplay-wise it's awesome, though possibly either remove the Engie from the spawn roster, or figure out a way to give him a better sidearm. Hope this is helpful. The map is a not a 100% remake of the Original tutorial map. It's more based on TrainingYard Quote
StalinsThighs Posted April 1, 2016 Posted April 1, 2016 Ah. Well, in that case it's really nice. I'd still recommend you add in some clutter objects, but it's still fun. Quote
Totem Arts Staff TK0104 Posted June 24, 2016 Author Totem Arts Staff Posted June 24, 2016 New Update! So It's been a while since the last update of this map. I didn't liked the map anymore how it was so I re-designed it to the latest Training Yard environment and it looks way better now. Check it out!: Quote Changelist- Changed the environment to the latest Training Yard Version - Added Sounds - Made the Power Plant in it's destroyed state - Added cover (destroyed tanks, containers) - Edited the base entrances - Added rocks on the beach - Added Pick-Ups (Remote C4, Tiberium Auto Rifle (Green) Silenced Carbine, Sniper Rifle, Automatic Rifle, Laser Rifle) - Added tree background https://drive.google.com/file/d/0B2ze9D ... sp=sharing Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.